Beispiel #1
0
    def challenge(self, ide):
        HOST, PORT = "localhost", 9999
        data = networking.DataFrame(networking.Header(1, "challenge"), {
            "id": self.player.getID(),
            "lobby": ide
        }).toString()

        # Create a socket (SOCK_STREAM means a TCP socket)
        sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM)

        try:
            # Connect to server and send data
            sock.connect((HOST, PORT))
            sock.sendall(data + "\n")

            # Receive data from the server and shut down
            received = sock.recv(4096)
        finally:
            sock.close()
        received = ast.literal_eval(received)
        if received["header"]["reqtype"] == "heroes":
            p = party.Party(self.player)
            for h in received["data"]["heroes"]:

                p.addHero(hero.createFromJSON(ast.literal_eval(h)))
            print self.player.getID()
            self.createGame(ide, received["data"]["playerID"],
                            self.player.getID())
            b = networkedbattlescene.NetworkedBattleScene(
                ide, self.surface, self.player,
                player.Player(received["data"]["playerID"], "Opponent", p),
                self.party, p)
            self.error = False
        else:
            self.error = True
Beispiel #2
0
    def getLobbies(self):
        HOST, PORT = "localhost", 9999
        data = networking.DataFrame(networking.Header(
            1, "fetchLobbies")).toString()

        # Create a socket (SOCK_STREAM means a TCP socket)
        sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM)

        try:
            # Connect to server and send data
            sock.connect((HOST, PORT))
            sock.sendall(data + "\n")

            # Receive data from the server and shut down
            received = sock.recv(1024)
        finally:
            sock.close()
        received = ast.literal_eval(received)
        self.lobbies = []
        if received["header"]["reqtype"] == "sendLobbies":
            i = 0
            for x in received["data"]["lobbies"]:
                x = ast.literal_eval(x)
                l = lobby.Lobby(x["id"], x["name"], self.challenge, x["id"])
                l.setRect(pygame.Rect(0, i * 100, 600, 100))
                self.lobbies.append(l)
                i += 1
            self.error = False
        else:
            self.error = True
Beispiel #3
0
    def createGame(self, ide, player1, player2, rows=16, cols=8):
        HOST, PORT = "localhost", 9999
        data = networking.DataFrame(
            networking.Header(1, "createMatch"), {
                "gameID": ide,
                "player1": str(player1),
                "player2": str(player2),
                "rows": str(rows),
                "cols": str(cols)
            }).toString()

        # Create a socket (SOCK_STREAM means a TCP socket)
        sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM)

        try:
            # Connect to server and send data
            sock.connect((HOST, PORT))
            sock.sendall(data + "\n")

            # Receive data from the server and shut down
            received = sock.recv(4096)
        finally:
            sock.close()
        received = ast.literal_eval(received)
        if received["header"]["reqtype"] == "success":
            pass
            self.error = False
        else:
            self.error = True
Beispiel #4
0
 def __init__(self,
              ide,
              surface,
              localplayer,
              networkedplayer,
              party1=party.getAi(),
              party2=party.getAi()):
     self.ide = ide
     self.player = localplayer
     self.networkedplayer = networkedplayer
     self.party1 = party1
     self.DataFrameFactory = lambda header, data: networking.DataFrame(
         networking.Header(1, header), data).toString()
     self.sendHeroChoices()
     time.sleep(5)
     self.sendToServer(
         self.DataFrameFactory("connectToGame", {
             "gameID": self.ide,
             "playerID": self.player.getID()
         }))
     battlescene.BattleScene.__init__(self,
                                      surface,
                                      party1=party2,
                                      party2=party1,
                                      ai=False)
Beispiel #5
0
    def connectToGame(self, ide):
        HOST, PORT = "localhost", 9999
        data = networking.DataFrame(networking.Header(1, "testConnectToGame"),
                                    {
                                        "playerID": ide
                                    }).toString()

        # Create a socket (SOCK_STREAM means a TCP socket)
        sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM)

        try:
            # Connect to server and send data
            sock.connect((HOST, PORT))
            sock.sendall(data + "\n")

            # Receive data from the server and shut down
            received = sock.recv(4096)
            print received
        finally:
            sock.close()
        print received
        received = ast.literal_eval(received)
        if received["header"]["reqtype"] == "success":
            p = party.Party(
                player.Player(received["data"]["playerID"], "Opponent", None))
            for h in received["data"]["heroes"]:
                p.addHero(hero.createFromJSON(ast.literal_eval(h)))
            b = networkedbattlescene.NetworkedBattleScene(
                received["data"]["gameID"], self.surface, self.player,
                player.Player(received["data"]["playerID"], "Opponent", p),
                self.party, p)

            return 1
        else:
            return 0
Beispiel #6
0
    def sendHeroToDB(self, hero):
        HOST, PORT = "localhost", 9999
        data = networking.DataFrame(
            networking.Header(1, "createHero"), {
                "playerID": str(self.player.getID()),
                "hero": ast.literal_eval(hero.getJSON())
            }).toString()

        # Create a socket (SOCK_STREAM means a TCP socket)
        sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM)

        try:
            # Connect to server and send data
            sock.connect((HOST, PORT))
            sock.sendall(data + "\n")

            # Receive data from the server and shut down
            received = sock.recv(1024)
        finally:
            sock.close()
        received = ast.literal_eval(received)
        if received["header"]["reqtype"] == "success":
            print received["data"]["heroID"]
            hero.setID(int(received["data"]["heroID"]))
            self.error = False
        else:
            self.error = True
Beispiel #7
0
    def getAllHeroes(self):
        HOST, PORT = "localhost", 9999
        data = networking.DataFrame(networking.Header(1, "getHeroes"), {
            "playerID": str(self.player.getID())
        }).toString()

        # Create a socket (SOCK_STREAM means a TCP socket)
        sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM)

        try:
            # Connect to server and send data
            sock.connect((HOST, PORT))
            sock.sendall(data + "\n")

            # Receive data from the server and shut down
            received = sock.recv(4096)
        finally:
            sock.close()
        received = ast.literal_eval(received)
        if received["header"]["reqtype"] == "heroes":
            for heroJSON in received["data"]["heroes"]:
                j = ast.literal_eval(heroJSON)
                self.party.addHero(hero.createFromJSON(j))
            self.error = False
        else:
            self.error = True
Beispiel #8
0
    def register(self):
        HOST, PORT = "localhost", 9999
        print self.passwordChars
        data = networking.DataFrame(networking.Header(1, "registerAccount"), {
            "name": self.userChars,
            "password": self.passwordChars
        }).toString()

        # Create a socket (SOCK_STREAM means a TCP socket)
        sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM)

        try:
            # Connect to server and send data
            sock.connect((HOST, PORT))
            sock.sendall(data + "\n")

            # Receive data from the server and shut down
            received = sock.recv(1024)
        finally:
            sock.close()
        received = ast.literal_eval(received)
        if received["header"]["reqtype"] == "success":
            print "Success"
            self.error = False
        else:
            self.error = True
Beispiel #9
0
    def login(self):
        HOST, PORT = "localhost", 9999
        data = networking.DataFrame(networking.Header(1, "login"), {
            "name": self.userChars,
            "password": self.passwordChars
        }).toString()

        # Create a socket (SOCK_STREAM means a TCP socket)
        sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM)

        try:
            # Connect to server and send data
            sock.connect((HOST, PORT))
            sock.sendall(data + "\n")

            # Receive data from the server and shut down
            received = sock.recv(1024)
        finally:
            sock.close()
        received = ast.literal_eval(received)
        if received["header"]["reqtype"] == "success":
            n = networkedpartyscene.HeroCreationScreen(
                self.surface,
                player.Player(received["data"]["id"],
                              received["data"]["username"]))
            self.error = False
        else:
            self.error = True
Beispiel #10
0
 def askServerForBoard(self):
     data = networking.DataFrame(networking.Header(1, "askForBoard"),
                                 {"gameID": self.ide})
     data = self.sendToServer(data)
     if data != 0 and len(self.heroes) != 0:
         for column, row, heroid in data:
             self.hexBoard[column][row].setGameObject(
                 self.getHeroByID(heroid))
Beispiel #11
0
    def deleteLobby(self):
        HOST, PORT = "localhost", 9999
        data = networking.DataFrame(networking.Header(1, "deleteLobby"), {
            "id": self.player.getID()
        }).toString()

        # Create a socket (SOCK_STREAM means a TCP socket)
        sock = socket.socket(socket.AF_INET, socket.SOCK_STREAM)

        try:
            # Connect to server and send data
            sock.connect((HOST, PORT))
            sock.sendall(data + "\n")

            # Receive data from the server and shut down
            received = sock.recv(1024)
        finally:
            sock.close()
        received = ast.literal_eval(received)
        if received["header"]["reqtype"] == "success":
            return 1
        else:
            return 0